| 08-07-2007, 11:50 AM | #1 |
I have a map I am working on and currently the plan is 12 heroes with 3 lvl 30 abilities a lvl 10 ability as well as an innate which averages to about 50 levels. That leads to 30 x 3 x 12 + 10 x 12 + 12 x 50 = 1800 levels or so of abilities. Any ideas on how i can reduce load time or what parts will increase the load time so i can avoid them whenever possible. One thing I was wondering is if it would add to the load time the more things I change per level or if it is a set amount of time based on the levels of abilities? |
| 08-07-2007, 12:02 PM | #2 |
The best way to reduce load time would be to reduce the number of levels you have by a factor of 5 or so. |
| 08-07-2007, 12:26 PM | #3 |
well ya i COULD ddo that ;P but besides the obvious (take stuff out method) what ways are there that I can reduce the loadtime hard or easy PS i know about the widgetizer and vexorian map optimiser |
| 08-07-2007, 04:25 PM | #4 |
Anitarf has given your best solution. Wigetizer only optimizes load times for the first four level of abilities. |
| 08-07-2007, 07:17 PM | #5 |
Hmm. Corrent me if im wrong, but doesnt the widgetizer just fiddle with strings to reduce load time? Strings take forever to load. |
| 08-07-2007, 08:55 PM | #6 |
| 08-07-2007, 10:25 PM | #7 |
Maybe there is a way you could trigger it so that you had a bunch of 4 level abiliities, and whenever your hero leveled up one of his abilities to a factor of 4, it replaced that abiliity (in the learn skills pallete) with the next ability. |
| 08-08-2007, 12:29 AM | #8 |
Humm is there any way to manually do to all levels of abilities what the widgetizer does to the first four lvls? If so i could wright a script to do it for me... and if I did do that would it really help that much? EDIT: I don't really wanna create 450 abilities if i can help it ;P Also does loadtine increase more the more custom values an ability has? Also a lot of the values are the same is there any way to have it use the one value for all levels instade of reasigining it per lvl? |
| 08-08-2007, 02:10 AM | #9 | |||
Aw man, you almost fooled me there. I thought you had 654600 abilities.(Do the math in order from left to right. See what I mean?) Oh well. Quote:
Quote:
Quote:
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| 08-08-2007, 03:11 AM | #10 | ||
Trigger: 654600 abilities
Basically is it possible to widgetize to level 100 just manually? If so how ill write a script to do it for me.
basically can i modify the tooltip file in the w3x to a variable or something to that effect so it loads all 100 levels of data at once instade of having to load the data individually? Example damage is 0 for level 1-100 is there a way to exploit that and make the loadtime less? |
| 08-08-2007, 04:35 AM | #11 |
1800 levels of abilties? What the hell are you making, a dota copy with 300 heroes? |
| 08-08-2007, 07:00 AM | #12 |
LOL no like i said in my first post "12 heroes with 3 lvl 30 abilities a lvl 10 ability as well as an innate" max hero lvl is 100 |
| 08-08-2007, 01:04 PM | #13 | |
Quote:
Also, SLK files can only hold the first 4 levels of an ability. (SLKs store data in collums, like a spreadsheet) Atleast, i belive this is the reason of the limitation. |
| 08-08-2007, 01:42 PM | #14 |
So if i was to limit the number of changes then i could reduce the loadtime? EDIT: before i go and break all the ability's into 4 lvl chunks -.- I just want to make sure that doing so will not A: Increase the map size exponentially or B: Reduce the loadtime such a small amount it wouldn't be worth the trouble |
